I've decided to rewrite the main way the engine handles data, unloading, player/obj physics, and overall function.
DATA:
Instead of cramming each sprite with variables, I am creating a categorized list to store variables out of sight. Knowing that this is not performant I use this along with local variables to clean up the engine.
UNLOADING:
The engine had no way to unload objects based on the map or object they were created from. I am still working on the solution to parenting but I am creating a map dependency system. This would help to unload objects independently and efficiently.
PHYSICS:
I have been working on a solution to full 3D rotating physics from scratch however this may only be useful for vehicles. For other physics, I have decided that all physics objects be simulated in a list. This would allow for intercommunication of collisions and greater power over execution order. Particle system physics will however be separate due to it usually being a graphical effect and not essential.
ENGINE:
I am working on developer controls in the engine. Stuff like locked FPS and debug.
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